Game Development with raylib C++ — Day #5

Finite State Machine

Jean-Noel Seneque

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A sample project that uses FSM and Pathfinding

In the last article, we introduced Agents and Behaviours to the project and had agents following a mouse, seeking a target and fleeing from a target behaviour. In this article, we will expand on this work by implementing a Finite State Machine. The beauty about this implementation is we will do it as classes switch of the ugly switch statement.

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Jean-Noel Seneque

A Data & Analytics Consultant who is expanding into developing experiences in XR, Enterprise and Gaming space using Unity www.jeannoelseneque.com